#version 300 es

// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 2) in vec2 vertexUV;

out vec2 UV;

uniform mat4 MVP;
uniform mat4 transform;

void main(){

    gl_Position = MVP * transform * vec4(vertexPosition_modelspace, 1);

    UV = vertexUV;
}

